Reduce battlefield cell info clutter
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@@ -4660,20 +4660,28 @@ func _check_terrain_and_unit_presentation(failures: Array[String]) -> void:
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scene._update_cell_info()
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if scene.cell_info_label == null or not scene.cell_info_label.text.contains("목표 성채 장악") or not scene.cell_info_label.text.contains("회복 +8"):
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failures.append("castle objective cell info should expose capture label and healing: %s" % scene.cell_info_label.text)
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if scene.cell_info_label != null and (scene.cell_info_label.text.contains("행") or scene.cell_info_label.text.contains("방+")):
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failures.append("visible cell info should leave terrain numbers to the tooltip: %s" % scene.cell_info_label.text)
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if scene.cell_info_label != null and not scene.cell_info_label.tooltip_text.contains("21,2"):
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failures.append("castle objective cell info should keep coordinates in the hover tooltip: %s" % scene.cell_info_label.tooltip_text)
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if scene.cell_info_panel == null or not scene.cell_info_panel.visible:
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failures.append("cell info panel should be visible for a hovered battlefield cell")
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if scene.cell_info_icon == null or str(scene.cell_info_icon.get_meta("icon_kind", "")) != "objective":
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failures.append("castle objective cell info should switch the side chip to the objective icon")
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if scene.cell_info_label.text.contains("20,2"):
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failures.append("visible cell info should stay compact and leave coordinates to tooltip/badge: %s" % scene.cell_info_label.text)
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scene.hover_cell = Vector2i(4, 2)
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scene._update_cell_info()
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if scene.cell_info_label == null or not scene.cell_info_label.text.contains("표식 북숲 보급고"):
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failures.append("side event marker cell info should expose the supply label: %s" % scene.cell_info_label.text)
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if scene.cell_info_icon == null or str(scene.cell_info_icon.get_meta("icon_kind", "")) != "item":
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failures.append("supply marker cell info should switch the side chip to an item icon")
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scene.hover_cell = Vector2i(4, 6)
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scene._update_cell_info()
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if scene.cell_info_label == null or not scene.cell_info_label.text.contains("표식 유인선"):
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failures.append("tactical lure marker cell info should expose the marker label: %s" % scene.cell_info_label.text)
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if scene.cell_info_icon == null or str(scene.cell_info_icon.get_meta("icon_kind", "")) != "tactic":
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failures.append("tactical lure cell info should switch the side chip to a tactic icon")
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if scene.state.get_event_marker_kind(Vector2i(4, 6)) != "tactic":
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failures.append("tactical lure marker should expose tactic kind")
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scene.hover_cell = Vector2i(-1, -1)
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